Rebel Moon (A case study)

So forgive me for not posting in a while after my initial post about this project. I was waiting for the films to release and the art of book as well before sharing any images here. My main reason for showing them is to share my process and use of Sub D on this project to speed up the process and allow for more creative exploration in short time frame . I will start by posting a few images and welcome questions. I will post images as needed pertaining to specific questions about the process should there be any interest.

If you have seen the films and have a strong opinion about them (good or bad) I do ask that you refrain from sharing them here. This is about Rhino, SubD , the process and how what I did can either help, encourage or enlighten anyone to how the tools can be used.

The first images I will share are regarding what I started with. There were 3 people involved directly in the development and design of this vehicle. The concept artist , myself and one other set designer. Of course there was an army of people that made this happen and they deserve as much of the credit as any of us but in regards to the design aspects there were 3 to start.

Phase one: Concept

Based on notes from the director the concept illustrator did a rough massing of the vehicle to establish a look and feel. Once that was approved it was then handed off to myself to develop it further to be refined for fabrication and production needs purposes. This model was originally created in Maya I believe as sub d and mesh components. Not optimized for fabrication. Also many aspects were far from developed and required more in depth work.

Converting the concept to workable model:

Once I got the concept model I started by using Rhinos sub d tools to convert the meshes and start the process of clean up so I could transition it into a workable model . This went through many phases to further refine and respond to director notes.

Over the course of 4 months the forms were refined , proportions adjusted for size and volume requirements , landing gear development and crew cabin requirements.

For example here you can see the landing gear being worked out for deployment. We did not make them work practically but it still had to be worked out for visual effects.


Cabin spacing and flight deck requirements had to all fit within the physical exterior practically. Additionally a second interior was built for sound stage shots.

All modeling was done in Rhino 7. Some construction drawings were provided for purposes of meetings but the actual build was done by an outside vendor who worked directly from the Rhino files I provided. The flight deck and engines were designed and refined by a fellow set designer and Rhino user (you know who you are and again thank you , thank you , thank you. I could not have done it without you)

This is the final model as delivered.

And the fabrication in progress:

And the finished vehicle on set:

Fabrication of the full size vehicle consisted of steel sub frame with carbon fiber shell. Many components such as landing gear and details were 3d printed all from the provided Rhino files.

In the end the result was quite a site to see in person measuring in at just over 50’ in length and 21’ high.

In conclusion I just want to say thank you to everyone at McNeel for their hard work , dedication and help over the years. This project was a success in no small part due to what Rhino allowed me to do. Yes other software are capable clearly and thats not really my point here. I want to demonstrate to new and old users just what you can do with Rhino . The Sub D tools were a life saver on this project and several others as well . I look forward to further development with these tools and I’m excited to continue pushing the software to its limits within the confines of my limits of course. I also want to thank the Concept Illustrator and fellow set designer who worked with me on this. I could not have done this with out them. For privacy reasons I wont mention any names but they know who they are.

Thanks for taking a look. If you have any questions please fire away and again I ask you please lets just stick to the process and Rhino questions . If you have opinions about the films please put those in the META thread so we don’t bog this down with endless griping or praise for the films.

Cheers
scott

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Congratulations on the realization of that work! Looks amazing, and it is always great to see behind the scenes, thanks for sharing this.

The physical sets came through in the two movies, it felt grounded. The Netflix “making of” short was also super cool. I admit to pausing and examining the CAD screens at the Jumpship section. Would have loved to see how they built the forms for the carbon panels. Guessing big CNC machine and foam?

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The fabrication was done by Aria Group in LA . They do all kinds of aerospace and automotive prototypes. They have large cnc machines for milling foam.

Ill have to look up the making of, hadnt seen that.

S

amazing work as always! thanks so much for sharing this stuff!

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Another milestone for Rhino in movie production! So inspiring, @FilmDesigner!

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This is great! I love seeing how a concept evolves. I really hate the modern social media approach of only seeing finished work that is always perfect.

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Agreed. To me the process is far more interesting than just the end result.

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Oh yes!! And it’s amazing to work on projects where the unreal becomes virtual and the virtual becomes real!

If I understood correctly, your job was to create a usable file for Aria Group?
Was it this company that studied the mechanical constraints, material thicknesses, metal structure, etc., or was it you?

And between the moment the conceptual artist sent you their Maya file, the multiple design iterations, and the moment you sent your Rhino file, it took 4 months?

Really, congratulations, it’s a great project, and seeing such an object come to life must have been incredible!!

Yes, the development of the aesthetic design is done in the art department. The engineering is done by Aria group.

Yes from the point that I was given the rough concept to when the asset was delivered to Aria group was approximately 4 months. There were many adjustments and changes due to either script changes or the requirements of accommodations needed for production support. The landing gear required a good amount of time to develop due to the complexity of deployment and stowage. Its not faked as in most cases . The gear while not physically operational did actually work mechanically. This is why VFX was able to animate them correctly .

Thank you! It was a group effort.

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